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New Arch Devils for hell

Fallen Phoenix

First Post
Hi

I am soon creating a new campaign in which Asmedous calls down the second reckoning.
I am interested to hear everyone's Ideas on new Rulers of Hell.
Please note that I do not expect or even want Devils. any concept that is evil ( or not ), powerful and has a reason to rule a plane of existance is of interest to me.

Thank you in Advance
 

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In my current campaign the PCs met a group of four red skinned orcs. One of the pc:s is shadowmage and somehow the orcs could sense that. they asked the shadowmage to perform a ritual for them and promised guite a big reward for help. Player agreed and the orcs give him scrolls containig the ritual. As the mage read through the scrolls he realizes that it is very powerful transmutation spell but he can't tell the result of casting it. anyway, he performs the ritual and the orcs begin to transform...
They get bigger and grow wings, their orcish features meld away and infront the mage stands four powerful devils...
After a little chat with the biggest the group finds out that these are actually four brothers who used to rule the seventh layer... ten thousand years ago they got an idea that it would be a jolly good idea to turn themselves into orcs and go and have some fun on the material plane. so they created that turned them to orcs but the ritual went awry and made them as stupid as orcs. So they weren't smart enough to turn back and since the ritual based on shadow magic, they needed a someone who could help. So they spend 10 millenia in a search of a powerful shadowmage... Now they are back and are pissed as hell... They want their domain back...
 

I'd LOVE to help i've even got a character ready and waiting.
just 1 problem, he's gestalt. authough he is awsome. he took down two solars in 1 round. at 21st lvl HEHEhehehehehEhe!
 

Archdevil concepts

I like the sound of the gestalt character ( after he had been weakened )
what sort of creature is he, basic race or fiendish

Also if you can tell me anything else about the four orc brothers/ Arch devils i would be very grateful

what sort of creatures are there other than devils that would want to rule a layer of hell
 

Another concept could be to have Solars (or other goodly creatures) tempted, either with good intentions, trying to swing the balance, only to be corrupted in time, or goodly godlings who decide 'it is better to rule in hell then to serve in heaven'....

Definately some insanely powerful mortals will be tempted to make a grab for power.
 

Here you are :D . good, idea no?


b]Zariel, Arch-Devil of Strategy[/b]
Size/Type: Huge Outsider (Lawful, Extraplanar, Evil)
Hit Dice: 60d8 + 10d10 (Fighter) + 5d8 (Marshal) + 5d6 (Assassin) +1360 (2010 hp)
Initiative: +18
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 64 (-2 size, +3 Dex, +20 mithril full plate, +22 natural, +6 profane, +11 deflection), touch 28, flat-footed 61;
Base Attack/Grapple: +78/+114
Attack: Tactical Advantage +105 melee (2d6+28/15-20 plus 1d10 fire plus Fort DC 66 or die)
Full Attack: Tactical Advantage +101/+96/+91/+86 melee (2d6+28/15-20 plus 1d10 fire plus Fort DC 66 or die) and +6 flaming whip +100/+95/+90/+85 melee (1d6+26 plus 1d6 fire plus entangle); or 2 slams +104 melee (2d8+26)
Space/Reach: 15 ft./15 ft. (25 ft. with +6 flaming whip)
Special Attacks: Death throes, entangle, spell-like abilities, call devils, vorpal sword, sneak attack +3d6, Death attack,
Special Qualities: +2 vs. poison, Arch-Devil Awareness, Damage reduction 25/epic, silver and good, Diabolical Aura, Diabolical Prowess, DvR 0, flaming body, Grant move action 1/day, immunity to acid, electricity, fire, and poison, improved uncanny dodge, locked within gates, Major aura (Motivate Attack), Major aura (Motivate Urgency), Minor aura (Art of War), Minor Aura (Master of Tactics), No corruption cost, officer of the fly, poison use, regeneration 17, resistance to cold 10, see in darkness, spell resistance 68, strategic mind, Strategic price, summoning, telepathy 1000 ft., The Presence of Hell, true seeing, uncanny dodge,
Saves: Fort +56, Ref +48, Will +46
Abilities: Str 50, Dex 30, Con 45, Int 28, Wis 28, Cha 36
Skills: Balance +30, Bluff +75, Climb +40, Concentration +80, Diplomacy +52, Disguise +28 (+18 acting), Hide +65, Intimidate +81, jump +40, Knowledge (arcana) +73, Knowledge (religion) +50, Knowledge (the planes) +73, Listen +82, Move Silently +73, Ride +27, Search +73, Sense Motive +74, Spellcraft +79 (+85 scrolls), Spot +82, Survival +20 (+26 following tracks, +26 on other planes), swim +40, tumble +35, Use Magic Device +75 (+81 scrolls)
Feats: Cleave, Combat Expertise, Combat Reflexes, Flyby Attack, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (scimitar), Improved Initiative, Improved Toughness, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Skill Focus (Diplomacy), Two-Weapon Fighting, Weapon Focus (scimitar), weapon specialization (scimitar),
Epic Feats: Devastating Critical (scimitar), Dire Charge, Epic Weapon Focus (scimitar), Great Charisma (x2), Great Constitution (x2), Great Dexterity (x2), Great Intelligence (x2) Great Strength (x2), Overwhelming Critical (scimitar), Perfect Two-Weapon Fighting, Spellcasting Harrier, Superior Initiative,
Environment: Maladomini, 7th layer of Hell
Organization: Solitary, With guard ( Zariel & 1d4 pit fiends), with servants (Zariel , 1d4 pit fiends, 1d6 cornugons, & 3d8 lesser devils)
Challenge Rating: 56
Treasure: Quadruple standard
Alignment: Lawful Evil
Advancement:
Level Adjustment:

The Balor in front of you is 18 feet in height. It is clad in dark black armor with glowing red runes etched on to it. Despite the armor's size and apparent weight, the creature moves as if it ways very little. The Balor holds a flaming Scimitar in one hand, and a flaming whip in the other. As you look over the creature, you notice that it is exceptionally clean and organized, that it is completely symmetrical, and that the flames that dance around its body do so in an organized pattern. Clearly, this is a being of Law.


For eons, Zariel was a low (later mid) ranking balor general involved in the blood war against the devils. His hatred of the devils was overwhelming, even for his own kind. He had good reason to hate them. Whether it was fate, bad luck, or something else, Zariel had a horrible track record for battles. He was nearly executed several times, small victories at the last second sparing him. As he fought (and lost to) the devils for milluinia, he could not help but notice some of the tactics that were leading them to victory over himself. Zariel began implanting some of these same strategies & tactica with his own troops, and was soon winning quite often. However the more he studied the Devils, the more Zariel saw the truth, that Law was more effective than Chaos. Rumors started circulating, and Zariel realized he was in danger of execution. That, coupled with his newly found respect for Law, caused Zariel to consider previously disgusting ideas. The more he considered, the more it became clear that he had only one option. That is why, during a particular important battle during which the devils were being lead by none other than Dagos himself, Zariel did the unthinkable. He betrayed his own troops, causing the devils to win easily and with very few casualties. Zariel than bowed before Dagos and declared his undying allegiance to Hell. Dagos was of course suspicious and “escorted” Zariel directly to Malshreem, where Zariel bowed directly to Asmodeus. Asmodeus Then dubbed Zariel a General of the Legions of Hell.
Now that he was able to use tactics and strategy effectively, Zariel quickly rose in rank and esteem. Soon he was one of the higher ranking generals in The Legions of Hell and a master of strategy, both in an out of battle. With his high popularity an his record of great strategies in the battlefield, many thought he would soon become a Duke of Avernus. However, one being stymied his further promotion in Avernus: Bael. Bael had a well known hatred of Demons, and could not stand the thought of a Balor having any real power in Hell. If it were not for that fact that Zariel made an ally of Dagos very early on, Bael likely would have killed him quite quickly. As it was, Zariel realized he would never hold much power in Avernus. So he decided to begin using strategy in a place far different than the field of battle. He begin using it in Espionage.
After a short stint in the Infiltration Branch, Zariel realized that as long as he was in the Legions of Hell he would never hold much. Luckily for him, he was soon offered Dukedom by none other than His Grace, Lord Beelzebub. It seems that Beelzebub had heard of his great abilities and his interest in Espionage. Also, the fallen and Zariel had something in common: they were both foreigners in Hell. Zariel quickly joined the Order of the Fly and put his strategic mind to good use, figuring out how to get spies into places Beelzebub hadn’t had many before. As time passed, however, it quickly became apperant that Zariel truly didn’t care for Hell’s internal politics much. What he was truly interested in was spreading corrupt and evil Strategies and Tactics throughout the multiverse. He used the order as a means to accomplish this, and Beelzebub quickly grew angry with him.
Soon, Asmodeus realized that with his disinterest in politics and power grabbing and his passion for spreading order and corrupting souls, Zariel was not meant out for Dukedom. He summoned Zariel to Malshreem for the second time an remade him as an Arch-Devil. He gave to Zariel the fortress Stratego in Maladomini and the title of Arch-Devil of strategy then left him to his work.
Since that day, Zariel has become less and less interested in Hellish politics. He cares little for the power hungry Dukes and the plotting lords. All he is truly interested in is the spread of corrupt tactics and strategy. Some ask whether Zariel is actually evil. What they don’t realize is that the strategies he supports are bloody, the tactics heartless. Kill your enemies children to dishearten him. Get you information through torture. That is what Zariel represents.
As he is extremely disinterested in politics, Zariel has few allies or enemies. One of his few good allies is Dagos, who Zariel still helps plan battles on occasion. Dagos, for his part, keeps Zariel from being killed by Bael. Bael hates Zariel even more now, viewing Zariel’s station as an insult. Zariel hates Bael almost as intensely and waits for the day when he can challenge then destroy Bael. Beelzebub is still Zariel’s Liege, however lately he doesn’t do much for him other than bringing in souls and the occasional planning or spying for The Order of the Fly (of which he is still a member, at least officially). Beelzebub realizes this and the two have a cool, professional relationship. One of Zariel’s other enemies, although he doesn’t know it, is Adremalech. As an expert spy he realizes there is a spy order in Hell besides Corin’s and Beelzebub’s. He fights it relentlessly and most of his occasional work for The Order of the Fly revolves around this. Adremalech notices this but does not consider Zariel a threat to him or The Order of the Lie.
Although Zariel claims and for the most part isn’t interested in politics or more power, he has one alliance that disproves this. Zariel has been in contact with Verrier for several centuries. Hell’s Pawn, it seems, is interested in Zariel. After all, many of Zariel’s strategies help small forces overcome much larger ones, and Verrier is fighting one of the greatest forces of all. Zariel has taken great pains to keep this contact secret, and as a result, almost none in Hell no of it. Not even the Order of the Lie knows of it, thanks to Zariel’s killing off of his servants before his visits to Verrier. In fact, it is probable that only Asmodeus (and perhaps Aesmadeva) know of this. Asmodeus has seen no reason to take action as of yet, and sees It only as the usual lust for power.
Aside from whatever plots he has hatched with Verrier, Zariel has no goals other then the spreading of law, strategy, and evil in the cosmos and the collection of souls for Hell.




Combat
Zariel always tries to have a strategy when going into combat of any kind. He generally fights defensively at first, figuring out his foe’s strategy. He then rushes into melee, following the strategy he has come up with and using the power of Tactical Advantage. Whenever possible, he makes use of his sneak attack and death attack abilities. He almost always travels with a guard, several nessian pit fiends with class levels (at least one is always a spellcaster). He usually doesn’t use many spells or spell like abilities, trusting his guard to take care of that. If he thinks it is needed, he will Call devils, organizing a strategy for them to follow. In these cases, Zariel will almost always activate his auras, using different ones for different situations based on his strategy. If reduced to one-half hit points, he will teleport away and reevaluate his strategy before teleporting back into the fight.



Strategic Mind (Ex):
As the Arch-Devil of Strategy, Zariel is one of the most strategic thinking minds in the multiverse. Thus he gets an innate +6 on all skill checks relating to strategy (DM’s discretion).
Thus he would get +6 on a Diplomacy check w/ an enemy leader he was bargaining with, or a +6 to intimidate in battle for knowing the right thing to say to lower enemy morale. Also, in battle, after 6 rounds, Zariel has studied the enemies strategy enough that he gets a +6 to attack and AC. This lasts for 6 rounds. Then he must study the enemy another 6 rounds to get the bonus again.

Officer of the fly (Sp):
Although Zariel is now is only nominally a member of the order of the fly, members will occasionally still aid him if he asks. 1/day, he may attempt to summon 3 Cornugons w/ 10 levels in infiltrator of Beelzebub w/66% chance of success. He generally only uses this power when he needs spies and wants the best, or as a very, very last resort in combat.


Death Throes (Ex):
When killed, Zariel explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 67 half). This explosion automatically destroys any weapons the Zariel is holding. The save DC is Constitution-based.

Entangle (Ex):
Zariel’s +6 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and Zariel immediately make opposed Strength checks; if Zariel wins, he drags the target against his flaming body (see below). The target remains anchored against Zariel’s body until it escapes the whip.

Spell-Like Abilities (Su):
At will— animate dead, blasphemy (DC 37), charm monster (DC 34), deeper darkness, delayed blast (DC 37), desecrate, detect chaos, detect good, detect magic, dominate monster (DC 39), fireball (DC 33), flame strike (DC 35), greater dispel magic, greater invisibility, greater teleport (self plus 1000 pounds), insanity (DC 37), magic circle against chaos (DC 33),
Magic circle against good (DC 31), mass hold monster (DC 37), mirage arcane, persistent image (DC 35), polymorph, power word stun, raise dead, suggestion(DC 33), symbol of pain (DC 37), telekinesis (DC 35), unhallow (DC 35), unholy aura (DC 38 ), wall of fire; 3/day—destruction (DC 37), fire storm (DC 38 ), meteor swarm (DC 39), oppress (DC 39); 1/day— hellball (DC 40), implosion (DC 39), wish (DC 39); Caster level 69th. The save DCs are Charisma-based.


Assassin spells known (Su):
Level 1 – Disguise self, Detect poison, Jump, Sleep (DC 29), True strike; Level 2 – Cat’s grace, Fox’s cunning, Undetectable alignment (DC 30); Level 3 – freedom of movement, Poison (DC 31); Caster Level 65th.

The Presence of Hell (Su):
Zariel’s Presence of Hell has a 1800-foot radius centered on himself. The effects are as a caster level 69th. The save DC is 37.



Call Devils (Sp):
Thrice per day Zariel can automatically call as a standard action, 3 Pit fiends, 9 Cornugons or Gelugons, or 18 lesser devils. These devils have double the normal number of hit dice. Zariel does not have to use these exact devils, but the total CR of devils called must remain the same. As these devils are called they may summon other devils on their own. Zariel will generally call either Cornugons or Pit fiends, depending on the situation. Rarely, when he is in need of a large force, he has been known to call Osyluths.

Flaming Body (Su):
The body of Zariel is wreathed in flame.
Anyone grappling Zariel takes 7d6 points of fire damage each round.


True Seeing (Su):
Zariel have a continuous true seeing ability, as the spell (caster level 69th).

Skills Zariel has a +8 racial bonus on Listen and Spot checks.

Strategic price (Ex):
Zariel may grant this boon to any mortal. In exchange for the mortals soul, the mortal gains a+9 luck bonus to all strategy related skills (DMs discretion). Every 9 days, this bonus increases by 3 (to a maximum of +27) however, every nine days this bonus is not used to further some LE cause, the mortal takes a –6 penalty to strategy based checks. The penalty has no downward limit Thus the mortal finds himself committing vile acts in order to keep his luck from deteriorating to far.


Summoning Zariel
The summoning must be done in a building or place that was part of a strategic victory of some battle or war. Thus, a suitable place would be a fortress that was attacked as a distraction and allowed the attacker to win the war. The room should be filled with items that had to do with a tactical victory of some kind, such as a bow that pierced an enemy leaders side and killed him. Other than that, Zariel has no unusual requirements for his summoning. At the end of the summoning ritual, the room fills with the sound of battle, rising to a deafening cacophony as fire and smoke rise from the ground. Out of the fire Zariel appears, and the sound stops as the room clears of smoke.
During the summons, Zariel moves very little, standing in the center of the wards holding Tactical Advantage and his whip. He is very direct and to the point and always gives off an aura of impatience, as if he has somewhere better to be and wants to get there soon. He offers Strategic price to the leader summoner as well as any other mortals who want it.
At the conclusion of the summoning, the cacophony of battle restarts and fire/smoke fill the room again. The sound of the battle slowly decreases, as the smoke fills the room so thick no one can see. As the sound of the battle fades away and ends, the smoke clears. All of the items that were in the room are now missing, likely leaving the room quite bare.


Possessions
Zariel carries Tactical Advantage in one hand. It is a +6 flaming burst, vorpral scimitar. It was given to him by Dagos when he became an Arch-devil and replaced his old longsword. In the other hand he carries a +6 flaming whip. Finally, he has one +10 mithril full-plate armor. This armor was given to him by Asmodeus himself when he became an arch devil. It is jet black, with glowing red runes. No one knows how Asmodeus got Mithril to look like this. It also gives his natural flaming body an extra 1d6 of damage.[/quote]
 

The essence of one of the current archdevils.
Like, you know: Corruption, Deceit. But just that, incarnate.
It would be basically a prescence which possesses a mortal and rules thought his bodily form, also would have the ability to switch whenever he felt like switching.

It wouldn't be actually "sentinent", it doesn't "care", it's just the driving factor behind its representant, and works towards making its essence widespread.
 

Arch Devils

I am curious as to who Dagos, Adremalech, Verrier and Aesmadeva are
also is Zariel from anything or just your own creation

I think the concept idea sounds cool but i would like a bit more information to see what you are thinking
 

Fallen Phoenix said:
I am curious as to who Dagos, Adremalech, Verrier and Aesmadeva are
also is Zariel from anything or just your own creation

I think the concept idea sounds cool but i would like a bit more information to see what you are thinking


i'm sorry, I kind of put Zariel in as a joke, not thinking you would actually be intersted. I though this becouse.


A.) From your first post, I thought you wanted BoVD level Arch-Devils, which this guy is not.

B.) Although his Title is Arch-Devil, he doesn't rule a layer becouse I was using Dicefreaks' termonology.

C.) Dagos, Adremalech, Verrier, and Aesmadeva come from Dicefreaks' The Gates of Hell, which although it is Fan-made, is exellant and can be seen Here. Although he is my own creation, Zariel uses heavily DF canon. I guess you could modify him for your campign, and if you want to do that, go right ahead. But I would really recomend checking ot TGoH, becouse it may give you some good ideas for new Arch-Devils.
 

Fallen Phoenix said:
I am curious as to who Dagos, Adremalech, Verrier and Aesmadeva are
also is Zariel from anything or just your own creation

Giygasfan said:
i'm sorry, I kind of put Zariel in as a joke, not thinking you would actually be intersted. I though this becouse.

C.) Dagos, Adremalech, Verrier, and Aesmadeva come from Dicefreaks' The Gates of Hell,
....

Although he is my own creation, Zariel uses heavily DF canon.

Be very careful of where you're claiming source and credit for things there.

Dagos is canon and a member of the Dark Eight, specifically the Lord of Strategy in the Blood War effort by the Baatezu. He is detailed in Hellbound: The Blood War, among other 2e references, and he appears in the 3e Manual of the Planes.

Zariel is also a canon entity, first appearing but not named in various Planescape sources, and then finally named late in 2e. Zariel is mentioned in the 3e Manual of the Planes. Your version of Zariel deviates from the original obviously, and shares little in common but the alignment and the name, but give credit to the original source nonetheless.
 
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